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MODWARN [Dawn-and-Dusk] - XmlDataHelper:: PopulationTables.xml line 4 char 6
Required attribute "Name" missing
[code]
<populations>
<population Name="EquinoxInventory">
<group Style="pickeach">
[/code]
the above just needs a Name, e.g.
[code]
<populations>
<population Name="EquinoxInventory">
<group Name="Items" Style="pickeach">
[/code]
Even with the relative little dialogue that Dawn-and-Dusk have compared to Tzuso, there can still be issues like this.
It's really helpful of you to go out of your way like this and I appreciate it a lot!
I'm not sure when/how it became a problem, but the <choice> in the final entry in this mod's conversations.xml ("WeStanDawnAndDusk") appears to be missing a </choice> at the end, line 201.
Adding the </choice> fixes it up.
I quite enjoy this mod, thanks for making it!
If anything, Dawn-and-Dusk should be in some way hobbled by their combined weight and general lack of want to fight; so I think it's pretty fair to make them 'as strong as they are, and no stronger'.
Mechanically, they're comparable to a 'chitinous puma', which is pretty great. Flavourwise, they talk a big game but are quite anxious about the whole 'combat' thing.
Ultimately, they perform better than their dialogues/flavour would suggest, because it'd just be sad to have a pet in the game and have it get zonked immediately.
Ah well, I appreciate you letting me know, all the same. I'm glad you could figure out the issue, and I hope that this helps others that may be experiencing this in the future!
I had the option "Ignore all effects that recolor your character's glyph other than health status" on. Upon turning it off, Dusk returned to being purple.
The 'health indicator' facet uses the 'main' colour of an object in the game as an indicator of health. Dusk's colour is the 'main' colour of their sprite.
Same as how player characters will look a flat white kind of colour, or vary based on current health, if you have the setting enabled.
Without turning this setting off yourself, in the options, Dawn-and-Dusk will 'just look like that', I'm afraid.
I did try the Tattoo Gun; it appears that, for some reason, Dusk is unaffected by it. Dawn, however, can be recolored if one so chooses.
Check your options for the 'color your character's glyph based on health status' option (there's a search bar, so just search like... 'glyph' to make it easier, if you'd like.
If it is ticked, pets also inherit this behaviour, so please disable it to make sure Dawn-and-Dusk's colours work properly.
In case it would help you in some way, I believe you'd want to tattoo them with 'dark magenta' and 'cyan' to achieve the original/intended colours as results from the tattoo gun. (Once the settings allow for them to use the colours you've intended, rather than indicating their health.)
In the event that this does not help, please comment again and when I see it I'll use whatever information you've provided to give it another once over. Thanks for letting me know.
If you tattoo a companion, you can pick the tile colors; I usually do this to get rid of the whole "companion characters change color than their normal sprite" thing. For Dusk-and-Dawn, it doesn't seem to work, only coloring Dawn without being able to make Dusk purple again. Any chance you know a way around that, maybe a wish command to disable the color effect?
This also applies to pets/companions you have. The base game seems to supercede the mod, in this way. The colour *is* there, if you turn that option off, though.
Outside of giving the Photosynthetic Skin mutation to a pet (which makes the colour green), the primary colour of the tile will be white as a means of differentiation from typical creatures in Qud.
I believe there's probably a way to work around this, and will look into it for you. I didn't feel as though it'd be too important to do for the jam I'd made this for, but will do my best going forward to add, or update, Dawn-and-Dusk when there are ideas or fixes suggested like yours.
Thanks again.